Struct Rect

Source
pub struct Rect {
    pub x: f32,
    pub y: f32,
    pub w: f32,
    pub h: f32,
}
Expand description

A 2D rectangle, defined by its top-left corner, width and height.

Fields§

§x: f32§y: f32§w: f32§h: f32

Implementations§

Source§

impl Rect

Source

pub const fn new(x: f32, y: f32, w: f32, h: f32) -> Rect

Creates a new rectangle from its top-left corner, width and height.

§Arguments:
  • x - x-coordinate of the top-left corner.
  • y - y-coordinate of the top-left corner.
  • w - width of the Rect, going to the right.
  • h - height of the Rect, going down.
Examples found in repository?
examples/letterbox.rs (line 14)
7async fn main() {
8    // Setup 'render_target', used to hold the rendering result so we can resize it
9    let render_target = render_target(VIRTUAL_WIDTH as u32, VIRTUAL_HEIGHT as u32);
10    render_target.texture.set_filter(FilterMode::Linear);
11
12    // Setup camera for the virtual screen, that will render to 'render_target'
13    let mut render_target_cam =
14        Camera2D::from_display_rect(Rect::new(0., 0., VIRTUAL_WIDTH, VIRTUAL_HEIGHT));
15    render_target_cam.render_target = Some(render_target.clone());
16
17    loop {
18        // Get required scaling value
19        let scale: f32 = f32::min(
20            screen_width() / VIRTUAL_WIDTH,
21            screen_height() / VIRTUAL_HEIGHT,
22        );
23
24        // Mouse position in the virtual screen
25        let virtual_mouse_pos = Vec2 {
26            x: (mouse_position().0 - (screen_width() - (VIRTUAL_WIDTH * scale)) * 0.5) / scale,
27            y: (mouse_position().1 - (screen_height() - (VIRTUAL_HEIGHT * scale)) * 0.5) / scale,
28        };
29
30        // ------------------------------------------------------------------------
31        // Begin drawing the virtual screen to 'render_target'
32        // ------------------------------------------------------------------------
33        set_camera(&render_target_cam);
34
35        clear_background(LIGHTGRAY);
36
37        draw_text("Hello Letterbox", 20.0, 20.0, 30.0, DARKGRAY);
38        draw_circle(VIRTUAL_WIDTH / 2.0 - 65.0, VIRTUAL_HEIGHT / 2.0, 35.0, RED);
39        draw_circle(VIRTUAL_WIDTH / 2.0 + 65.0, VIRTUAL_HEIGHT / 2.0, 35.0, BLUE);
40        draw_circle(
41            VIRTUAL_WIDTH / 2.0,
42            VIRTUAL_HEIGHT / 2.0 - 65.0,
43            35.0,
44            YELLOW,
45        );
46
47        draw_circle(virtual_mouse_pos.x, virtual_mouse_pos.y, 15.0, BLACK);
48
49        // ------------------------------------------------------------------------
50        // Begin drawing the window screen
51        // ------------------------------------------------------------------------
52        set_default_camera();
53
54        clear_background(BLACK); // Will be the letterbox color
55
56        // Draw 'render_target' to window screen, porperly scaled and letterboxed
57        draw_texture_ex(
58            &render_target.texture,
59            (screen_width() - (VIRTUAL_WIDTH * scale)) * 0.5,
60            (screen_height() - (VIRTUAL_HEIGHT * scale)) * 0.5,
61            WHITE,
62            DrawTextureParams {
63                dest_size: Some(vec2(VIRTUAL_WIDTH * scale, VIRTUAL_HEIGHT * scale)),
64                flip_y: true, // Must flip y otherwise 'render_target' will be upside down
65                ..Default::default()
66            },
67        );
68
69        next_frame().await;
70    }
71}
More examples
Hide additional examples
examples/shadertoy.rs (line 212)
47async fn main() {
48    let ferris = load_texture("examples/rust.png").await.unwrap();
49    let (color_picker_texture, color_picker_image) = color_picker_texture(200, 200);
50
51    let mut fragment_shader = DEFAULT_FRAGMENT_SHADER.to_string();
52    let mut vertex_shader = DEFAULT_VERTEX_SHADER.to_string();
53
54    let pipeline_params = PipelineParams {
55        depth_write: true,
56        depth_test: Comparison::LessOrEqual,
57        ..Default::default()
58    };
59
60    let mut material = load_material(
61        ShaderSource::Glsl {
62            vertex: &vertex_shader,
63            fragment: &fragment_shader,
64        },
65        MaterialParams {
66            pipeline_params,
67            ..Default::default()
68        },
69    )
70    .unwrap();
71    let mut error: Option<String> = None;
72
73    enum Mesh {
74        Sphere,
75        Cube,
76        Plane,
77    }
78    let mut mesh = Mesh::Sphere;
79
80    let mut camera = Camera3D {
81        position: vec3(-15., 15., -5.),
82        up: vec3(0., 1., 0.),
83        target: vec3(0., 5., -5.),
84        ..Default::default()
85    };
86
87    let mut colorpicker_window = false;
88    let mut color_picking_uniform = None;
89
90    let mut new_uniform_window = false;
91    let mut new_uniform_name = String::new();
92    let mut uniforms: Vec<(String, Uniform)> = vec![];
93
94    loop {
95        clear_background(WHITE);
96
97        set_camera(&camera);
98
99        draw_grid(
100            20,
101            1.,
102            Color::new(0.55, 0.55, 0.55, 0.75),
103            Color::new(0.75, 0.75, 0.75, 0.75),
104        );
105
106        gl_use_material(&material);
107        match mesh {
108            Mesh::Plane => draw_plane(vec3(0., 2., 0.), vec2(5., 5.), Some(&ferris), WHITE),
109            Mesh::Sphere => draw_sphere(vec3(0., 6., 0.), 5., Some(&ferris), WHITE),
110            Mesh::Cube => draw_cube(vec3(0., 5., 0.), vec3(10., 10., 10.), Some(&ferris), WHITE),
111        }
112        gl_use_default_material();
113
114        set_default_camera();
115
116        let mut need_update = false;
117
118        widgets::Window::new(hash!(), vec2(20., 20.), vec2(470., 650.))
119            .label("Shader")
120            .ui(&mut *root_ui(), |ui| {
121                ui.label(None, "Camera: ");
122                ui.same_line(0.0);
123                if ui.button(None, "Ortho") {
124                    camera.projection = Projection::Orthographics;
125                }
126                ui.same_line(0.0);
127                if ui.button(None, "Perspective") {
128                    camera.projection = Projection::Perspective;
129                }
130                ui.label(None, "Mesh: ");
131                ui.same_line(0.0);
132                if ui.button(None, "Sphere") {
133                    mesh = Mesh::Sphere;
134                }
135                ui.same_line(0.0);
136                if ui.button(None, "Cube") {
137                    mesh = Mesh::Cube;
138                }
139                ui.same_line(0.0);
140                if ui.button(None, "Plane") {
141                    mesh = Mesh::Plane;
142                }
143
144                ui.label(None, "Uniforms:");
145                ui.separator();
146
147                for (i, (name, uniform)) in uniforms.iter_mut().enumerate() {
148                    ui.label(None, &format!("{name}"));
149                    ui.same_line(120.0);
150
151                    match uniform {
152                        Uniform::Float1(x) => {
153                            widgets::InputText::new(hash!(hash!(), i))
154                                .size(vec2(200.0, 19.0))
155                                .filter_numbers()
156                                .ui(ui, x);
157
158                            if let Ok(x) = x.parse::<f32>() {
159                                material.set_uniform(name, x);
160                            }
161                        }
162                        Uniform::Float2(x, y) => {
163                            widgets::InputText::new(hash!(hash!(), i))
164                                .size(vec2(99.0, 19.0))
165                                .filter_numbers()
166                                .ui(ui, x);
167
168                            ui.same_line(0.0);
169
170                            widgets::InputText::new(hash!(hash!(), i))
171                                .size(vec2(99.0, 19.0))
172                                .filter_numbers()
173                                .ui(ui, y);
174
175                            if let (Ok(x), Ok(y)) = (x.parse::<f32>(), y.parse::<f32>()) {
176                                material.set_uniform(name, (x, y));
177                            }
178                        }
179                        Uniform::Float3(x, y, z) => {
180                            widgets::InputText::new(hash!(hash!(), i))
181                                .size(vec2(65.0, 19.0))
182                                .filter_numbers()
183                                .ui(ui, x);
184
185                            ui.same_line(0.0);
186
187                            widgets::InputText::new(hash!(hash!(), i))
188                                .size(vec2(65.0, 19.0))
189                                .filter_numbers()
190                                .ui(ui, y);
191
192                            ui.same_line(0.0);
193
194                            widgets::InputText::new(hash!(hash!(), i))
195                                .size(vec2(65.0, 19.0))
196                                .filter_numbers()
197                                .ui(ui, z);
198
199                            if let (Ok(x), Ok(y), Ok(z)) =
200                                (x.parse::<f32>(), y.parse::<f32>(), z.parse::<f32>())
201                            {
202                                material.set_uniform(name, (x, y, z));
203                            }
204                        }
205
206                        Uniform::Color(color) => {
207                            let mut canvas = ui.canvas();
208
209                            let cursor = canvas.cursor();
210
211                            canvas.rect(
212                                Rect::new(cursor.x + 20.0, cursor.y, 50.0, 18.0),
213                                Color::new(0.2, 0.2, 0.2, 1.0),
214                                Color::new(color.x, color.y, color.z, 1.0),
215                            );
216
217                            if ui.button(None, "change") {
218                                colorpicker_window = true;
219                                color_picking_uniform = Some(name.to_owned());
220                            }
221                            material.set_uniform(name, (color.x, color.y, color.z));
222                        }
223                    }
224                }
225                ui.separator();
226                if ui.button(None, "New uniform") {
227                    new_uniform_window = true;
228                }
229                TreeNode::new(hash!(), "Fragment shader")
230                    .init_unfolded()
231                    .ui(ui, |ui| {
232                        if ui.editbox(hash!(), vec2(440., 200.), &mut fragment_shader) {
233                            need_update = true;
234                        };
235                    });
236                ui.tree_node(hash!(), "Vertex shader", |ui| {
237                    if ui.editbox(hash!(), vec2(440., 300.), &mut vertex_shader) {
238                        need_update = true;
239                    };
240                });
241
242                if let Some(ref error) = error {
243                    Label::new(error).multiline(14.0).ui(ui);
244                }
245            });
246
247        if new_uniform_window {
248            widgets::Window::new(hash!(), vec2(100., 100.), vec2(200., 80.))
249                .label("New uniform")
250                .ui(&mut *root_ui(), |ui| {
251                    if ui.active_window_focused() == false {
252                        new_uniform_window = false;
253                    }
254                    ui.input_text(hash!(), "Name", &mut new_uniform_name);
255                    let uniform_type = ui.combo_box(
256                        hash!(),
257                        "Type",
258                        &["Float1", "Float2", "Float3", "Color"],
259                        None,
260                    );
261
262                    if ui.button(None, "Add") {
263                        if new_uniform_name.is_empty() == false {
264                            let uniform = match uniform_type {
265                                0 => Uniform::Float1("0".to_string()),
266                                1 => Uniform::Float2("0".to_string(), "0".to_string()),
267                                2 => Uniform::Float3(
268                                    "0".to_string(),
269                                    "0".to_string(),
270                                    "0".to_string(),
271                                ),
272                                3 => Uniform::Color(vec3(0.0, 0.0, 0.0)),
273                                _ => unreachable!(),
274                            };
275                            uniforms.push((new_uniform_name.clone(), uniform));
276                            new_uniform_name.clear();
277                            need_update = true;
278                        }
279                        new_uniform_window = false;
280                    }
281
282                    ui.same_line(0.0);
283                    if ui.button(None, "Cancel") {
284                        new_uniform_window = false;
285                    }
286                });
287        }
288
289        if colorpicker_window {
290            colorpicker_window &= widgets::Window::new(hash!(), vec2(140., 100.), vec2(210., 240.))
291                .label("Colorpicker")
292                .ui(&mut *root_ui(), |ui| {
293                    if ui.active_window_focused() == false {
294                        colorpicker_window = false;
295                    }
296
297                    let mut canvas = ui.canvas();
298                    let cursor = canvas.cursor();
299                    let mouse = mouse_position();
300                    let x = mouse.0 as i32 - cursor.x as i32;
301                    let y = mouse.1 as i32 - (cursor.y as i32 + 20);
302
303                    let color = color_picker_image
304                        .get_pixel(x.max(0).min(199) as u32, y.max(0).min(199) as u32);
305
306                    canvas.rect(
307                        Rect::new(cursor.x, cursor.y, 200.0, 18.0),
308                        Color::new(0.0, 0.0, 0.0, 1.0),
309                        Color::new(color.r, color.g, color.b, 1.0),
310                    );
311                    canvas.image(
312                        Rect::new(cursor.x, cursor.y + 20.0, 200.0, 200.0),
313                        &color_picker_texture,
314                    );
315
316                    if x >= 0 && x < 200 && y >= 0 && y < 200 {
317                        canvas.rect(
318                            Rect::new(mouse.0 - 3.5, mouse.1 - 3.5, 7.0, 7.0),
319                            Color::new(0.3, 0.3, 0.3, 1.0),
320                            Color::new(1.0, 1.0, 1.0, 1.0),
321                        );
322
323                        if is_mouse_button_down(MouseButton::Left) {
324                            colorpicker_window = false;
325                            let uniform_name = color_picking_uniform.take().unwrap();
326
327                            uniforms
328                                .iter_mut()
329                                .find(|(name, _)| name == &uniform_name)
330                                .unwrap()
331                                .1 = Uniform::Color(vec3(color.r, color.g, color.b));
332                        }
333                    }
334                });
335        }
336
337        if need_update {
338            let uniforms = uniforms
339                .iter()
340                .map(|(name, uniform)| UniformDesc::new(name, uniform.uniform_type()))
341                .collect::<Vec<_>>();
342
343            match load_material(
344                ShaderSource::Glsl {
345                    vertex: &vertex_shader,
346                    fragment: &fragment_shader,
347                },
348                MaterialParams {
349                    pipeline_params,
350                    uniforms,
351                    textures: vec![],
352                },
353            ) {
354                Ok(new_material) => {
355                    material = new_material;
356                    error = None;
357                }
358                Err(err) => {
359                    error = Some(format!("{err:#?}"));
360                }
361            }
362        }
363
364        next_frame().await
365    }
366}
Source

pub const fn point(&self) -> Vec2

Returns the top-left corner of the Rect.

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pub const fn size(&self) -> Vec2

Returns the size (width and height) of the Rect.

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pub fn center(&self) -> Vec2

Returns the center position of the Rect.

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pub const fn left(&self) -> f32

Returns the left edge of the Rect

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pub fn right(&self) -> f32

Returns the right edge of the Rect

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pub const fn top(&self) -> f32

Returns the top edge of the Rect

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pub fn bottom(&self) -> f32

Returns the bottom edge of the Rect

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pub fn move_to(&mut self, destination: Vec2)

Moves the Rect’s origin to (x, y)

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pub fn scale(&mut self, sx: f32, sy: f32)

Scales the Rect by a factor of (sx, sy), growing towards the bottom-left

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pub fn contains(&self, point: Vec2) -> bool

Checks whether the Rect contains a Point

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pub fn overlaps(&self, other: &Rect) -> bool

Checks whether the Rect overlaps another Rect

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pub fn combine_with(self, other: Rect) -> Rect

Returns a new Rect that includes all points of these two Rects.

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pub fn intersect(&self, other: Rect) -> Option<Rect>

Returns an intersection rect there is any intersection

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pub fn offset(self, offset: Vec2) -> Rect

Translate rect origin be offset vector

Trait Implementations§

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impl Clone for Rect

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fn clone(&self) -> Rect

Returns a copy of the value. Read more
1.0.0 · Source§

fn clone_from(&mut self, source: &Self)

Performs copy-assignment from source. Read more
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impl Debug for Rect

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fn fmt(&self, f: &mut Formatter<'_>) -> Result

Formats the value using the given formatter. Read more
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impl Default for Rect

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fn default() -> Rect

Returns the “default value” for a type. Read more
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impl PartialEq for Rect

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fn eq(&self, other: &Rect) -> bool

Tests for self and other values to be equal, and is used by ==.
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fn ne(&self, other: &Rhs) -> bool

Tests for !=. The default implementation is almost always sufficient, and should not be overridden without very good reason.
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impl Copy for Rect

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impl StructuralPartialEq for Rect

Auto Trait Implementations§

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impl Freeze for Rect

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impl RefUnwindSafe for Rect

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impl Send for Rect

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impl Sync for Rect

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impl Unpin for Rect

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impl UnwindSafe for Rect

Blanket Implementations§

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impl<T> Any for T
where T: 'static + ?Sized,

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fn type_id(&self) -> TypeId

Gets the TypeId of self. Read more
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impl<T> Borrow<T> for T
where T: ?Sized,

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fn borrow(&self) -> &T

Immutably borrows from an owned value. Read more
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impl<T> BorrowMut<T> for T
where T: ?Sized,

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fn borrow_mut(&mut self) -> &mut T

Mutably borrows from an owned value. Read more
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impl<T> CloneToUninit for T
where T: Clone,

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unsafe fn clone_to_uninit(&self, dest: *mut u8)

🔬This is a nightly-only experimental API. (clone_to_uninit)
Performs copy-assignment from self to dest. Read more
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impl<T> From<T> for T

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fn from(t: T) -> T

Returns the argument unchanged.

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impl<S> FromSample<S> for S

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fn from_sample_(s: S) -> S

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impl<T, U> Into<U> for T
where U: From<T>,

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fn into(self) -> U

Calls U::from(self).

That is, this conversion is whatever the implementation of From<T> for U chooses to do.

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impl<T> ToOwned for T
where T: Clone,

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type Owned = T

The resulting type after obtaining ownership.
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fn to_owned(&self) -> T

Creates owned data from borrowed data, usually by cloning. Read more
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fn clone_into(&self, target: &mut T)

Uses borrowed data to replace owned data, usually by cloning. Read more
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impl<T, U> ToSample<U> for T
where U: FromSample<T>,

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fn to_sample_(self) -> U

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impl<T, U> TryFrom<U> for T
where U: Into<T>,

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type Error = Infallible

The type returned in the event of a conversion error.
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fn try_from(value: U) -> Result<T, <T as TryFrom<U>>::Error>

Performs the conversion.
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impl<T, U> TryInto<U> for T
where U: TryFrom<T>,

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type Error = <U as TryFrom<T>>::Error

The type returned in the event of a conversion error.
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fn try_into(self) -> Result<U, <U as TryFrom<T>>::Error>

Performs the conversion.
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impl<S, T> Duplex<S> for T
where T: FromSample<S> + ToSample<S>,